Why North America is Embracing Digital Wide Format Printing

Colin McMahon
 Oct 15, 2018

The digital revolution is impacting every industry, and this includes wide format printing. Advancements in digital wide format technology have created the potential for new offerings. This is important news for a wide variety of businesses, including marketing firms as well as sign, graphics, and visual communication companies. In our recent analysis, Embracing Digital Wide Format Printing, Keypoint Intelligence – InfoTrends explores how signage companies can leverage these innovations and highlights the benefits of making the switch.

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Personalized Video Marketing: It’s About Engagement!

Colin McMahon
 Oct 2, 2018

A mere decade ago, personalized video marketing was seen as a customer communication method with limited return on investment potential. The average consumer had a PC or laptop, but smartphones were just beginning to take off. Google had purchased YouTube only two years prior and the website was still learning how to monetize itself. Thanks to the speed of the digital revolution, much has changed in ten years. Personalized video marketing is quickly becoming an effective method of engaging new and existing customers.

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Sprint Vector may have Solved VR’s Motion Problem

Colin McMahon
 Mar 9, 2017

Sprint Vector, dubbed an adrenaline platformer, appears to have solved one of the issues that has been plaguing virtual reality (VR) experiences: movement. Until now, running in VR often produced disorientation and nausea. To combat this issue, many current experiences are designed with the user in a constant sitting position, or possessing limited means to “teleport” around an environment. Sprint Vector takes a different approach:

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ITI Uses VR to Re-invent Industrial Training

Colin McMahon
 Feb 24, 2017

Industrial Training International (ITI), along with software developer Serious Labs, has created the virtual reality (VR) mobile crane simulator to re-invent industrial training. The companies are working on a hardware-based system that will be available in two versions, desktop and motion-base. Both configurations use an oculus rift headset, a laptop, and two anchored controllers (a total of four joysticks) to recreate the training experience. For example, it can be used to recreate the operation of a massive construction crane.

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The Implications of the Vive Tracker

Colin McMahon
 Jan 25, 2017

Many virtual reality (VR) innovations debuted at CES 2017, but HTC’s new Vive accessory, the Vive Tracker, warrants special attention. The HTC Vive Tracker is a tool that will enable motion tracking with virtually any external controller. Currently, the Vive operates through two included wand controllers that come with the headset. The Tracker will expand this. Demos at CES included a rifle, a firehose, and a baseball bat. This wide range showcases the potential of applications that Tracker can unlock in VR.

 

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At CES, InfoTrends noted the large size of the Tracker. It is unknown if HTC plans to shrink down the device in future versions.

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Nolo VR adds Room-Scale to Mobile HMDs

Colin McMahon
 Jan 6, 2017

Beijing-based technology company, LYRobotix is bringing a new system to mobile virtual reality (VR) called Nolo VR. Nolo VR utilizes position-based tracking to monitor a user’s movement, much in the same way as Lighthouse does for the HTC Vive (or Guardian for Oculus Rift). Nolo VR plans to add motion control to the mobile VR experience, through its two palm-fitting wand-shaped controllers (typical system configuration shown in Figure below). In addition to improving mobile VR, LYRobotix is partnering with Riftcat’s VRidge software to enable remote play of Steam (Valve’s PC software vendor) VR’s library on a mobile headset.

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FOVE to Bring Eye Tracking to Consumer VR

Colin McMahon
 Dec 8, 2016

Silicon Valley-based virtual reality (VR) company FOVE, Inc. is set to brings its first headset to the developer market in January 2017. Simply called FOVE (or FOVE 0 for the developer kit), this will be the first computer VR head mounted display (HMD) to feature eye tracking software.

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PlayStation VR set to Potentially Change Console Gaming

Colin McMahon
 Sep 30, 2016

On October 13th, Sony will release the PlayStation VR (PSVR) virtual reality (VR) headset for the PlayStation 4 (PS4). This event will mark the first time that a major video game console company has released an official VR headset for its console system. PSVR will be the first of its kind, and its success could potentially alter the nature of the video game industry.

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StarVR, IMAX, and the Future of Cinema

Colin McMahon
 Sep 12, 2016
The cinema industry has been experiencing problems for years, ever since the advent of HD TV technology in the home. This past summer saw a largely disappointing blockbuster season (helped largely through the Chinese movie-going market, rather than national gross). With 3D being increasingly seen as a fad and not the next step forward, movie companies are again looking to the future. IMAX looks to have chosen Starbreeze, Acer, and the StarVR as its future.
Original StarVR headset concept design.

Original StarVR headset concept design.

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Oculus Touch and Boundary System Coming

Colin McMahon
 Aug 29, 2016

Oculus Rift, the most well-known virtual reality (VR) hardware and software developer in the emerging VR industry, has unveiled plans for a boundary software system for its hardware. This joins the company’s previous announcement to release its own motion controller with haptic feedback, the Oculus Touch. Both enhancements are intended to strengthen the Rift, allowing it to better match its competitor – the HTC Vive.

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